QUOTE(Milo @ Feb 22 2008, 03:49 PM)

even though i don't play this game anymore,
learn how to kill marines with +attack, not by oc walling.
First of all this wasn't even the point of the post, before you jump ahead and post, make sure you READ the post before you reply . I know that OCs aren't supposed to win games for aliens but they ARE supposed to delay marines.
Here's what I said -
QUOTE(Petco)
Now I know OCs are stationary turrets that are suppose to delay marines not win games for aliens but the problem right now is that it doesn't delay marines as much as it should(marines can walk past them) and they cost too much resources for what little they do.
Sentry Turrets aren't supposed to win games for marines or kill Onos either but they sure work better than OCs.
Offense Chambers and Sentry Turrets are in the game for a reason, they're part of the game and meant to be used to delay attacking forces but OCs are much less useful compared to Sentry Turrets.
Pros of Sentry Turrets:1. Turrets can kill and prevent skulks and lerks from attacking, they do a good job of that too.
2. Turrets can help "block"(or slow down) fades and onos, giving the necessary time to react.
3. Very good defense for Phase Gates when you can't have marines guarding the hive 24/7.
4. Has enough health to prevent skulks, lerks, and fades from taking the turrets down. Of course, bile bomb and Onos can easily take down the turrets very quickly but even then, turrets have enough health to DELAY the aliens long enough for marines to quickly phase into a hive and kill the aliens.
FYI: Turrets have 1.3k health while OCs have only 1k health.
5. Useful throughout the entire game, skulks and lerks will always be vulnerable to turrets while Turrets are a good blocker against Onos and Fade throughout the game.
Comments: If you played NS, you should know turrets are very useful for protecting phase gates. The new tactic nowadays
(for the last two years actually) for aliens is to drop a hive and everyone movement chamber rush in.
Turrets can delay an alien's chance to kill the Phase Gate and gives enough time for marines to react to the alien's attacks and phase in. While it may not succeed everytime, Turrets do help a lot especially against the "Movement Chamber Rush".
Cons:1. Not very damaging against Onos and Fades.
2. Can be taken out quickly if an Onos or Gorge squad starts attacking the turrets, though it delays the aliens longer than OCs delay marines, not to mention OCs can be taken out by just a lone marine.
3. Does not win games for marines.
4. Building too much is a bad idea and can be a waste of resources, so commanders need to know how many to build and where to build. Though, this isn't much of an issue as most commanders know that you should mainly build turrets just in hive locations or in double(if there is a double in the map).
Lets talk about Offense Chambers.
Pros: 1. Very useful in numbers and custom maps like ns_stargate, which you can build lots of OCs in the stargate room. Of course, OCs are really only good for certain custom maps not regular maps.
2. Might be able to take out a lone marine if OCs are used in numbers.
3. Useful when you're gorge rushing.
Cons:
Read my first post for all the cons.
Also, I'd like to add one more thing to the downsides of OCs - The OC's projectile can be blocked by other aliens and structures. This means that you cannot cluster OCs together without risking some of the OC's attacks to be blocked.
This is also true for turrets but can't be blocked as easily as OCs.
So point of this thread is to point out that OCs needs a little buff. It doesn't need a super huge buff to make OCs an unstoppable defense turret but just a few buffs to make it slightly more useful, like maybe a buff to health or reduction in cost.